Sparky's general questions topic


Adeon Hawkwood

 

Posted

Okay so I've been making a lot of topics on this board recently. So I figure one topic to ask all my questions in is probably a good idea to not clutter the boards with questions from the same poster. lol



Anyways..my question for now. Defence debuffs. Do they affect your global defence directly? Meaning do they simply just subtract from your global defences? Or do they only affect a certain types of defences? I would test that but I don't have a toon that's good enough for reliable testing. Generally what I'm asking about is things like:
1) Defence provided by the "Luck", "Good Luck", and "Phenomenal Luck" inspirations.
2) Defence provided by shields from other teammates like Force Fields shields and Cold Domination shields...and probably can add Fortitude from Empathy to the list.
3) Defence provided by being within range for defence boost Auras from friends like Manuevers from Leadership, Grant Cover from Shield Defence, or the VEAT defence auras.
I'm leaning towards them actually just directly minimizing your defences regardless of the source of them, but I want to make sure of it.

Thanks in advance!


 

Posted

This seems oddly complicated, so I feel like I must be missing something but...

Defense debuffs subtract from your defense globally, every value will be reduced by the number of the defense debuff.
The only thing that will change that is having "defense debuff resistance" but again, DDR is global so it's really very simple.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Defense debuffs subtract from your "base defense" stat. This stat is normally 0%: debuffs lower it, while almost no powers raise it. I believe it's raised temporarily by purple inspirations.


 

Posted

Quote:
Originally Posted by Katie V View Post
Defense debuffs subtract from your "base defense" stat. This stat is normally 0%: debuffs lower it, while almost no powers raise it. I believe it's raised temporarily by purple inspirations.

Well, defence granted by powers from secondary sets like Super Reflexes or Shield defence is affected by Defence debuffs, so...Honestly I'm not sure how to interpret your answer =/


Quote:
Originally Posted by Katten
This seems oddly complicated, so I feel like I must be missing something but...

Defense debuffs subtract from your defense globally, every value will be reduced by the number of the defense debuff.
The only thing that will change that is having "defense debuff resistance" but again, DDR is global so it's really very simple.
Well, simply is how I like it lol. But you sure?

Another question that popped into my mind... Say you're a defender running Maneuvers (let's assume it's slotted with 3 Defence IOs). That's 5.5% global defence to you and everyone in range. Then you get hit by a defence debuff that (imaginary numbers) debuffs your defence by 5%. Going by what you say your defence will drop by 5% leaving you at 0.5% defence. That won't affect the other people receiving your buff will it?

And then, if say, you're someone who's in range for said Maneuvers and you get hit by the same attack. Your defence will drop down to 0.5%, what happens when you exit the Aura's range and enter it again? Will your defence by "reset" to 5.5%?


 

Posted

My understanding is this:

Your current Defense is the sum of all the buffs and debuffs on you at any given time.

So if you had (lethal attack incoming, all numbers vs. lethal)

Invincibility providing 11% Defense
Deflection shield providing 24%
recent Parry providing 18% Defense
Someone else's maneuvers providing 5.5% Defense
Recent hits by four Warrior swords at -7.5% each

You'd have (11+24+18+5.5 - 30) which should be 28.5% Defense. If I can do math, which is not guaranteed.

That's what that little stack of buffs and debuffs under your HP/end/XP bar keeps track of: the effects on you.

I don't know when it's recalculated; I haven't seen the source code. I'd guess either "every time your effect bar changes" or "every time you get attacked" or both.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by SoulSpark View Post
Well, defence granted by powers from secondary sets like Super Reflexes or Shield defence is affected by Defence debuffs, so...Honestly I'm not sure how to interpret your answer =/
Your defense against an incoming attack is the sum of your base defense and the appropriate typed defense. If your base defense is negative, this means your typed defenses are reduced.

Incidentally, I was wrong: purple inspirations don't raise base defense. This means they provide no protection against untyped attacks (Hamidon uses these) or against some toxic attacks.


 

Posted

I have another question regarding defence.
We all know that the "soft cap" is 45% to defence because the chance for enemy to hit is 50%.
I also know that for each level the enemy has on you they gain a 5% ToHit bonus. So when fighting +4 enemies their base ToHit chance goes up to 70% instead of 50% right?
So...if I want a toon that has "capped" defence to all possible critters in the game I will need to have 65% Defence. Is this right or am I reading this wrong?


 

Posted

Quote:
Originally Posted by SoulSpark View Post
I have another question regarding defence.
We all know that the "soft cap" is 45% to defence because the chance for enemy to hit is 50%.
I also know that for each level the enemy has on you they gain a 5% ToHit bonus. So when fighting +4 enemies their base ToHit chance goes up to 70% instead of 50% right?
So...if I want a toon that has "capped" defence to all possible critters in the game I will need to have 65% Defence. Is this right or am I reading this wrong?
You should read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics

To summarize though, critters don't get a To Hit modifier unless they're +6 above you (unless they have a specific power that grants ones). They do however get an accuracy modifier which you can't defend against.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
I have another question regarding defence.
We all know that the "soft cap" is 45% to defence because the chance for enemy to hit is 50%.
I also know that for each level the enemy has on you they gain a 5% ToHit bonus. So when fighting +4 enemies their base ToHit chance goes up to 70% instead of 50% right?
So...if I want a toon that has "capped" defence to all possible critters in the game I will need to have 65% Defence. Is this right or am I reading this wrong?
Mobs gain an accuracy bonus with level, not a to hit bonus, at least not until they are much higher level than you (Like +6 or higher). Accuracy is a multiplier applied after to hit is figured using base to hit, def and to hit buffs, if any.

Better information would be found in Arcanaville's guide to the i7 changes to def, to hit and accuracy:

http://boards.cityofheroes.com/showthread.php?t=115003

I am fairly sure everything in this guide is still up to date.

EDIT: Adeon beat me to with what is probably a better resource, definitely go there.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
You should read this page:
http://wiki.cohtitan.com/wiki/Attack_Mechanics

To summarize though, critters don't get a To Hit modifier unless they're +6 above you (unless they have a specific power that grants ones). They do however get an accuracy modifier which you can't defend against.
Hmm...
So basically, there's nothing I can about how much my capped blaster is getting hit. Damn....>_<


 

Posted

Well, the net effect is that higher-level bosses (within +6) and the like hit you more often than 5%, but not much more often; 6.25%, 8%, 12% in some cases. You can't reduce that any farther, but they can't increase it either (except for custom AE crtiiers with Build Up and the like). It's still pretty effective protection. Best of all, from a character design point of view, because there's no benefit to endlessly pumping defense (after you've hit the soft cap) there's no "arms race" pressure to do so, and you can concetrate on improving other areas of performance.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Very true. But I was asking this specifically because my Arch/MM Blaster (my farmer) gets hit often on +2/+3 farms even with ~60% Defence (Pocket emp on follow using Fort). It really annoys me especially since a crit from a boss can outright OHKO me.


 

Posted

Well they still have a 5% chance to hit you, and if it's a farmer I'm guessing the mission is set between 6-8 team size which means a lot of attacks coming at you. When even one of those attacks is noticeable it makes you think you're getting hit more often than you really are. 5% still means you can get hit 80 times in a row with incredibly back luck after all. It's not a hard 5 out of 100 will hit you. Rather, when the attack results are stretched out to a vary large pool of data you'll find it's 5% of the time.

In short, it's psychological because you notice the hits rather than the 95% of the time you get missed, because you expect to be missed, but hate to be hit.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Very true. But I was asking this specifically because my Arch/MM Blaster (my farmer) gets hit often on +2/+3 farms even with ~60% Defence (Pocket emp on follow using Fort). It really annoys me especially since a crit from a boss can outright OHKO me.
Yeah, unfortunately your only real option at this point is to boost resistance and health. Resistance boosts through IOs are minimal at best although Blaster APPs have shield powers so make sure the enemies that you're fighting match your chosen shield as much as possible. For health there are a few more options. Blasters have a maximum health of 33.3% over their baseline. You get 20% of this from Accolades and you should be able to get some from sets. You don't want to hurt your defense to much, but if you always play with a pocket emp then you can afford to neglect your baseline defense (60% is as you noted overkill). For example, when softcapping a blaster Thunderstrikes are popular for the Ranged Defense, but you may find Devastations better (or franken slot with some of each) since Devastation has both Regen and Health.


 

Posted

Thank you for the advice. I well tend to that

But now I have another question...
The Guassian's Synchronized Fire Control: Chance for Build up IO...Does it work same as other procs? So, say for example if I slot that in the Tactics toggle. Will it have a chance to proc every 10 seconds? And if it did who will it affect? Only me or anything in range? I'm pretty sure it's only me, but it never hurts to check anyways.


Thanks in advance


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Thank you for the advice. I well tend to that

But now I have another question...
The Guassian's Synchronized Fire Control: Chance for Build up IO...Does it work same as other procs? So, say for example if I slot that in the Tactics toggle. Will it have a chance to proc every 10 seconds? And if it did who will it affect? Only me or anything in range? I'm pretty sure it's only me, but it never hurts to check anyways.


Thanks in advance
You are correct, it will affect only you. And your assumption about how it works is also correct, every ten seconds it will have a chance to fire.

I prefer putting Gaussian's in Aim or Build Up. Granted the recharge for the power isn't as good as it could be, but at least that way I will get to USE that extra 100% damage boost, instead of it firing while I'm standing at WW or something.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
You are correct, it will affect only you. And your assumption about how it works is also correct, every ten seconds it will have a chance to fire.

I prefer putting Gaussian's in Aim or Build Up. Granted the recharge for the power isn't as good as it could be, but at least that way I will get to USE that extra 100% damage boost, instead of it firing while I'm standing at WW or something.

Very true. Except this particular question will be a PvP build, so I will mostly be attacking non-stop. So the timing of when it fires is always useful :P

Thank you for the very quick reply.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Very true. Except this particular question will be a PvP build, so I will mostly be attacking non-stop. So the timing of when it fires is always useful :P

Thank you for the very quick reply.

In that case, I put it in Follow Up along with 5 Crushing Impact

But...that only works for Claws or Dual Blades characters (Blinding Feint will accept it as well)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Yep. With good recharge and using Follow Up/Blinding Feint often it should proc rather often too... Unfortunately this won't work for me at this time because I'm using a corruptor =/
I did, however, put the Decimation "Chance for Build up" proc in my T1 attack. So, basically the same idea as slotting the GSFC in Follow Up/Blinding Feint


 

Posted

I've seen INV Brute, Scrappers and Tanks use the Gaussian's in Invincibility. I believe the proc only fires when Invincibility has an enemy in range. I've never personally tested it, but I assume it works similar to a WP character slotting a Numina Proc in RttC.

Not that this info can help you personally, just thought I participate and bump my post count.

Oh and HAI SPARKY!!


 

Posted

OMG IT'S CLOUDED
*waves* o.o/

It would make sense to only start procing when there are people in Invincibility's range. Interesting idea. Would've never thought of that, lol.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Very true. Except this particular question will be a PvP build, so I will mostly be attacking non-stop. So the timing of when it fires is always useful :P
No offense to any posters here offering advice.

But...

Any questions in regards to pvp Id ask on the pvp boards.

What people think and what really happens in pvp are 2 totally different things.


Quote:
Originally Posted by Shadow Ravenwolf View Post
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary

Quote:
Originally Posted by Dispari View Post
Yeah, I like Blasters too.